Kna

Twelve-foot, orange-skinned sea giants with finned heads who either trade peacefully along the coast or drive ships onto reefs as merciless pirates.

Setting: Mystara · Sources: Mystara Appendix

Appearance

Pronounced NAH, a kna is a brawny aquatic humanoid of 10-12 feet with head and back fins, clawed hands, bulging eyes and orange, scaly-looking skin that feels like rubber. It speaks its own tongue and Common, plus a silent sign language for simple ideas (attack, retreat, help, friend) that surface folk can learn with one nonweapon proficiency slot.

Combat

Seven in ten carry bone spears made for underwater use, and 30% of the armed ones add underwater light crossbows; others fight with claws and teeth. Infravision reaches 120 feet. The rubbery hide halves blunt-weapon damage and gives +1 to saves vs. normal fire. Knas breathe only salt water and suffocate within 2d4 rounds on land.

Habitat and Society

Tribes hold 3d4 families of 4d4 adults plus noncombatant young equal to half that. All females share one fertile period, usually autumn, laying 3d6 eggs a year, 2d6 of which hatch. Two appointed guardians raise and teach each brood for the six months until maturity, fighting at Fearless (20) morale while with them.

Homes sit on floating barges, built from giant squid's light inner shells, hovering 20-30 feet off the seabed and adorned in a tribal pattern of shells and colorful pebbles. Knas tame sea beasts as guards and haulers; 60% of lairs keep 2d6, chiefly narwhals (25%), whales, dolphins or sea lions (20% each) or hippocampi (15%).

Most tribes trade with other sea folk and coastal air breathers, sometimes via sea elves. Tribes pushed out by surface shipping may become uyagh, pirates who use large beasts to haul ships onto reefs, then loot them, sparing or butchering crews by mood and conduct; killing a kna guarantees slaughter. They take no prisoners. Peaceful tribes disapprove but never fight them. Constant war with the koprus over food and territory keeps both races' numbers low.

Ecology

They hunt sharks, mantas, lampreys and other predators. Kna blood can be used in potions of water breathing, and unscrupulous alchemists have sponsored brutal raids on peaceful tribes to get it.

More: Monsters starting with K · Mystara monsters · All monsters A-Z

Statistics

Climate/TerrainAny ocean
FrequencyCommon
OrganizationTribe
Activity CycleAny
DietOmnivore
IntelligenceVery (11-12)
TreasureP (A)
AlignmentNeutral good (80%) or neutral evil (20%)
No. Appearing2d10
Armor Class5
MovementSw 15
Hit Dice7
THAC015
No. of Attacks1 or 3
Damage/AttackBy weapon or 1d4 (claw)/1d4 (claw)/1d3 (bite)
Special AttacksNil
Special DefensesSkin protects against fire, blunt weapons
Magic ResistanceNil
SizeL (10-12' tall)
MoraleElite (14)
XP Value975